Leebo crew

By Covered in Weasels, in X-Wing

Is there a reason the Leebo crew card is used very infrequently? It seems like a good, inexpensive alternative to an Engine Upgrade, provided you're flying a large-based ship. A single in token had no effect on a large ship, so using Leebo for hours boost frees up a modification slot for something nice (Experimental Interface, for example).

Crew slots are of similar worth to modification slots, maybe even more, and the downside is too severe in play.

You carry that Ion token until it is removed, so the second time you use Leebo, you will get another ion token and be forced into a 1 straight the next turn, which could be problematic. If you plan to boost more than once in a game, it puts you in situations where you are vulnerable.

It also makes you more susceptible to ships with an Ion Turret or Ion Torpedoes - that normally do not immediately affect a big ship.

I like to use Ion Torpedoes for swarms from time to time, but they are typically a one-shot deal that do not affect big ships. If a big ship was carrying Leebo and did this, it would make that Torpedo more relevant in that particular game.

Edited by USCGrad90

He's a bit too situational and penalizing for my tastes. Usually you can find something else you would rather run in a crew slow. If your opponent has any type of ion weapon, it basically shuts him down as well unless you can pull of the boost and don't mind going 1 straight the next turn.

Crew slots are of similar worth to modification slots, maybe even more, and the downside is too severe in play.

I don't even think it's the downside--it's that Rebels have a lot of very good crew upgrades, which means merely okay crew upgrades get crowded out.

There are a dearth of good Modifications, honestly. We have:

  • Engine Upgrades
  • Autothrusters
  • Ship Specifics
  • Experimental Interface
  • Stealth Device

And that's all.

For the ships likely to take Leebo Crew, that list is down to EU and EI, and there is far more competition for that Crew slot.

If you have 2 points, a Crew slot, and a Mod slot available on your ship, you're going to sacrifice the Boost action in favor of Tactician or Jan Ors.

The first ion token remains, so you get ionized when "leebo-ing" the second time

Leebo is a bit of an action sink. Sure it saves your modification slot but in reality what would you take besides engine upgrade on a large ship. On a small ship not really that useful because while you will boost you will 1 straight white the next turn. So leebo is more useful on large ships but Engine Upgrade takes care of it.

But what about Experimental interface? Well let me tell you that Leebo+EI is a TRAP. (and yes I did use that line). Sure the first boost is free and you only use gain 1 ion token which doesn't affect you. But on the second boost with EI well you just stressed and ionized yourself, good job (and I am mocking myself because I did try this build.)!

Really the only thing Leebo is good at is bleeding off ion tokens. The main thing with ion tokens is although huge ships can store them when you get hit it is on conditions that your opponent finds favorable not you. So like facing an asteroid or the table edge. Using leebo to take the 2nd Ion token and bleed off the first ion token while using a boost maneuver can give you better positioning and it lets you decide when you are going to get ionized instead of your opponent.

Still it is more of a counter to ion control builds and after wave 7 I find most of those type of builds have no problem giving you the second one once again setting up the ionization on their terms and not yours. So yeah I don't think you will find much use of leebo as a poor mans EU or even an ion token remover. That crew slot is really valuable and you can find better upgrades for 2 points.

Edited by Marinealver

Well you can combo him with Nien Nunb so the stress goes away, but at that place you are on a Falcon that has no crew slots left for 3PO, so you probably did something wrong there.

Well you can combo him with Nien Nunb so the stress goes away, but at that place you are on a Falcon that has no crew slots left for 3PO, so you probably did something wrong there.

well a double falcon build but the thing is what would you spend the other point on as Hans would be too expensive. Lando Leebo Nein Numb and Chewie C-3PO title maybe?

Edited by Marinealver

I've thought of using Leebo on Miranda, but there's another droid spouting odds that is more useful. As stated above, no room for okay crew when there's amazing.

If you are planning a tanky build for a PWT then moving one forward every three rounds is not unacceptable as long as you plan your movements to include that eventuality. Sure your PWT will go down faster than playing the merry go round game sniping at range 3 or 2 but if you build to be a jouster and blocker then that fits the squad build. Anti pursuit lasers...ion projector...tactical jammer...smash them into the swarm and do as much range 1 havoc as you can. When the ion clears jump out and use Leebo to turn and ram them again.

For fun I played him on a K-Wing. I also had another ship with Squad Leader & Experimental Interface so it frequently went, Move -- Advanced Slam -- Leebo -- Squad Leader -- Drop Bomb -- Ionized Moved -- Advanced Slam -- Leebo -- Squad Leader -- Drop Bomb.

With SLAM and a sometimes a second Leebo, I could usually get out of danger with my K-Wing. It made my K-Wing A LOT more maneuverable and she got into places my opponent wasn't expecting. When you expect to be ioned you can plan for it. The key is to make best use of the boost.

Competitive? No, but FUN to play.

Edited by WDWolf

For a large based ship that has crap agility and a ton of health already, the only good modification for the most part is Engine Upgrade, so there is no opportunity cost associated with taking EU.

Fat turrets don't need EI for more action economy, PtL in Dash's case takes care of that and freebie action economy cards like C-3PO or Gunner or Predator take care of the rest.

Countermeasures ahahahahahaha no.

Tactical Jammer. Maybe, although I'd usually rather just shoot at the turret I'm range 1-2 of than the Super Corran sitting behind it with 4-5 agility.

Stealth device. Nope.

Hull/shield if you dodge the arcs of 5 TIE Fighters there with your Engine Upgrade there is your **** shield upgrade.

Whereas rebel fat turrets have such strong crew slot options that (as mentioned above) the okay one get crowded out. Cash Crewdar is in the same spot. His ability is good and worth 2 points but not worth giving up C-3PO or Gunner.

Well you can combo him with Nien Nunb so the stress goes away, but at that place you are on a Falcon that has no crew slots left for 3PO, so you probably did something wrong there.

This is not possible unfortunately. An Ion 1 Straight is always white, even when you have Nien Numb.

Back when the old boy came out and Rebel Aces was on the horizon, I thought
"Hey! I could put Leebo on Keyan with Advanced Sensors and EI!" The idea was I'll BR, then boost, then I'll be Ioned and must move forward 1. I don't know if this is how that works though, I learned that the Ion carries over and I instead need to just go 1 forward next turn or something of that nature.

Well you can combo him with Nien Nunb so the stress goes away, but at that place you are on a Falcon that has no crew slots left for 3PO, so you probably did something wrong there.

This is not possible unfortunately. An Ion 1 Straight is always white, even when you have Nien Numb.

This is actually not true, as per the FAQ.

Ion maneuvers are turned green by Nien Nunb and by R2 Astromechs.

Back when the old boy came out and Rebel Aces was on the horizon, I thought

"Hey! I could put Leebo on Keyan with Advanced Sensors and EI!" The idea was I'll BR, then boost, then I'll be Ioned and must move forward 1. I don't know if this is how that works though, I learned that the Ion carries over and I instead need to just go 1 forward next turn or something of that nature.

I think the main thing you could use him for is if you want to give Boost to a cheap ship. Like, you need the points for something else, and the Fatty isn't the main part of the list (so, not a fatty). I played against a Chewie-Corran list in Regionals kitted this way. It was 52 points of Chewie, and 48 Corran, no points left for EU with crew, so crew became the EU.

Alternatively, I suppose you could make a dedicated blocker with ORS, Leebo, APL, and maybe Intel Agent.

Yeah, I think if you were going with a lite turret like an ORS or WSF/Vrill with Outrider and a cannon, Leebo crew would be a decent choice.

52 point Chewy is best with Predator, Engine Upgrade, and C-3PO. At 52 points you're still better off with non-Leebo.

I might be wrong on the exact points, thinking about it, it was Advanced Sensors, so 49 point Corran, that was the issue, I think.

Ah, I must have misunderstood how ion tokens work. I thought if a large ship only got one ion token, it would go away at the end of the turn along with other tokens. Thanks for the explanations.

I like the combo of Nunb and Leebo on a Falcon. How about this for a different Fat Han:

YT-1300: · Han Solo (46)

Marksmanship (3)

· Experimental Interface (3)

· "Leebo" (2)

· Nien Nunb (1)

· Millennium Falcon (1)

It's flexible with actions and interesting. Cheap enough for stronger escorts.

Ah, I must have misunderstood how ion tokens work. I thought if a large ship only got one ion token, it would go away at the end of the turn along with other tokens. Thanks for the explanations.

yup which makes Lebo a better large ship upgrade. The only thing is to not use PTL or EI as you will stress yourself and ion at the same time.

Ah, I must have misunderstood how ion tokens work. I thought if a large ship only got one ion token, it would go away at the end of the turn along with other tokens. Thanks for the explanations.

yup which makes Lebo a better large ship upgrade. The only thing is to not use PTL or EI as you will stress yourself and ion at the same time.

But Nunb takes the sting of the stress/ion away since 1 forward for ion becomes green. As long as you're not double stressed you still get double action on ioned turn.